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Games that revolve around over a person taking aim and shooting bullets into rivals have been consistent over the years, either first-person like Halo or third-person like Gears of War, but the genre has become vastly more popular in the last few years. According to the NPD Community, shooters contributed for 14% of console game unit sales in the United States in 2006. By 2011, the percentage had risen to 24%. People have been quite influenced by those shooting games and many have started keeping guns with them mainly for their self-defence. Keeping gun only is not recommended, one should also have gun cleaning kits and should clean their guns on regular intervals. You can go for Glock Mat as they are very useful in keeping guns clean.

Few studies have looked at the content of violent video games in general, and FPSGs in particular, in depth. The majority of existing studies use a methodology designed for non-interactive media, focusing on the analysis of discrete streaming analytics found in short specimens of actual gameplay derived from a wide range of violent games. They aim to study the relation between different kind of gameplay and people behaviour.

In comparison, the current study explores the amount of violence produced within various game patterns in a typical FPSG over time by observing complex patterns of gameplay by various people in a typical FPSG. The goals of this approach are to describe a collection of common player tactics, as well as the various levels and forms of violence contained within these tactics.

Video games and mind activity

Several reports have looked at the consequences of playing violent video games. However, the majority of these studies ignore the unique experiences of consumers. In reality, each player’s game playing choices determine the game’s unique content.

Continuous response tests monitoring direct effects on players across video game play are required to better understand the interaction between information and its affect. For short-term impact studies in interactive media, associating content and psychological reaction over time with high spatial resolution appears to be a viable option. Research study was carried out by a well-known university to determine if more violent games induce violence in minds of people. In the experiment, some people were asked to play some violent games continuously for some days and their behaviour was observed. After that it was seen that those people had increase in their stress and anxiety levels over small issues and this was led to making them impatient over things which they don’t approve and getting angry over small issues. On the other hand, some people were asked to play puzzle games and their behaviour was noticed after some days. There was no significant difference in their behaviour ad this led to conclude that violent games have some kind of negative impact on minds of people playing them. It can be concluded that certain gameplay options make mind full with hormones and make people more involved as a result of it.